• Title/Summary/Keyword: 디자인 방법론

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Data-driven Co-Design Process for New Product Development: A Case Study on Smart Heating Jacket (신제품 개발을 위한 데이터 기반 공동 디자인 프로세스: 스마트 난방복 사례 연구)

  • Leem, Sooyeon;Lee, Sang Won
    • Journal of the Korea Convergence Society
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    • v.12 no.1
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    • pp.133-141
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    • 2021
  • This research suggests a design process that effectively complements the human-centered design through an objective data-driven approach. The subjective human-centered design process can often lack objectivity and can be supplemented by the data-driven approaches to effectively discover hidden user needs. This research combines the data mining analysis with co-design process and verifies its applicability through the case study on the smart heating jacket. In the data mining process, the clustering can group the users which is the basis for selecting the target groups and the decision tree analysis primarily identifies the important user perception attributes and values. The broad point of view based on the data analysis is modified through the co-design process which is the deeper human-centered design process by using the developed workbook. In the co-design process, the journey maps, needs and pain points, ideas, values for the target user groups are identified and finalized. They can become the basis for starting new product development.

Study of Representation Methodology by Comparative Analysis between Information Visualization and Knowledge Visualization (정보시각화와 지식시각화의 비교분석을 통한 표현방법 연구)

  • Jang, Seok-Hyun;Lee, Joo-Youp;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.392-398
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    • 2008
  • 이 연구는 정보의 효과적인 전달을 목적으로 하는 정보디자인에 있어서 지식의 활용에 대해 고찰하며, 정보시각화와 지식시각화의 특성에 대한 비교분석을 목적으로 한다. 지식은 일종의 고부가 가치의 정보로서 주어진 데이터에 관한 인간의 인지활동을 내포하고 있다. 지식은 정보에 관한 사용자의 해석, 인지, 이해 등을 거친 것으로서 정보 이상의 가치를 지닌 것으로 사용자의 심상과 인지를 확장시켜 새로운 정보와 지식의 생성 및 의사 결정에 사용될 수 있다. 지식의 표현은 현재 정보의 양적 팽창으로 인해 정보디자인에서 나타나는 정보과중, 해석오류와 오역, 사용자 태도 등의 문제를 해결하는 대안이 될 수 있다. 지식시각화는 지식의 전달과 장조를 위한 방법론으로써 사람들이 알고 있는 것을 좀 더 풍부한 의미로 전달한다. 또한 개인 또는 그룹 사이의 지식의 장작을 촉진하고 전달을 개선하며 습득을 용이하게 할 수 있다. 이 연구는 지식시각화란 정보디자인의 새로운 연구 분야로써 이론적 부분을 정립하고 표현방법 및 효과적인 프로세스 모델 설계를 연구하였다. 정보시각화와 지식시각화의 이론적 특성과 표현 방법 요소의 비교분석을 통해 지식시각화의 성격과 특정을 파악하였다. 또한 지식시각화의 대표적 표현방법을 도출하고, 지식의 표현에 적함한 시각화 방법 에 관해 고찰하였다. 더불어 지식의 실질적 표현에 기초가 되는 지식 구조화에 적합한 시각화 프로세스 모델을 제안하였다. 일반적인 시각화에서는 다양한 관점 제시나 지원구분을 하고 있지 않기 때문에 이 연구를 통해 도출되는 시각화 요소를 이용한 합리적인 시각화 프로세스 모델은 지식의 표현에 있어 효과적일 것이라 생각한다.

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A Case Study on New Product Development in Collaborative Virtual Environments(CVE) : A Design Research Leveraging a Virtual Space of Web 2.0 (가사의 협업 환경을 통한 신제품 개발 사례연구 : Web2.0 가상 공간을 이용한 디자인 리서치)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.634-639
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    • 2008
  • 사회적 컴퓨팅(social computing)의 현상이 Web 2.0 공급사슬(supply chain)의 변화관점에서 새로운 변화의 단계를 맞이하고 있다. Web 2.0 플랫폼을 어떤 형태로 기업 활동에 활용할 것인가 하는 문제제기에 대하여 다양한 기업 활동의 변화사례가 발견되고 있다. 본 논문은 그와 같은 다양한 Web 2.0 환경 확산에 대한 기업 활동의 변화현상 중에서 Web 2.0 플랫폼을 기반으로 한 신제품개발(New Product Development) 사례연구를 통하여 진행한 결과를 반영하였다. 신제품 개발을 위한 플랫폼으로서 Web 2.0 의 협업적 환경을 설계하게 될 경우, 고객의 내재적 요구사항(latent requirement)이 제품개발에 효과적으로 반영될 수 있도록 하는 절차(process)가 기존의 제품개발방법론과 연관되어, 어떤 형태로 적용되고 개선되어 발전될 수 있는가에 대한 경험적 사례를 사례연구방법의 탐험적 경향을 활용하여 살펴보았다. 본 논문에서 다루어졌던 사례는 Web 2.0 플랫폼을 기반으로 사용자 창작 콘텐츠(User Created Content)를 생산하고 증가된 연세대학교 UCC의 양적 팽창에 의해서 수익모델이 발생하는 전형적인 Web 2.0 비즈니스 모델의 구조를 보여주는 경우였다. 본 연구를 통해서 사용자의 내재적 요구사향을 Web 2.0 기술특성을 통해서 참여적 사용자, 혹은 사용자 디자이너들의 적극적인 활동에 의해서 개선 및 구현해 가는 과정을 구체적 개발방법론의 틀로서 정착하려는 시도를 하였다.

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Unification through Similarity' as a Design Principle for Achieving Harmony in an Architectural Design (건축적 조화를 위한 디자인 방법론 -유사성에 의한 통일성을 중심으로-)

  • Choo Seung-Yeon
    • Journal of the Korean housing association
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    • v.15 no.4
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    • pp.9-16
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    • 2004
  • Architectural theories in western architecture have been considered as a basis for answering the fundamental questions of architectonics: proportion, symmetry, color, harmony and so on. Among those the architectural design theory is significant, since it affects the aesthetic evaluation of human perception. This paper gives an outline in applying the traditional design principles of architecture to contemporary architecture by 'unification through similarity' of architectural components such as form, scale, texture and color. As we see from this research, unification can be achieved in a design by the combination of the four components; that is, to balance between the four above-mentioned components in buildings, through the similarity of one or more of these components.

Research about lighting fixtures development to the 300W class PLS (300W급 광원을 이용한 조명기구디자인개발에 관한 연구)

  • Hwang Min-Ku;Yun Bong-Shik
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.289-294
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    • 2005
  • The international lighting market's growth about technologies and Methodologies to develop the products. but, domestic lighting fixtures are doing to price competition. Wish to accomplish process establishment for the effective Method to develop about the lighting technology and the new product design, through the development of PLS lighting technology and designs of 300W class lighting fixtures.

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A Study of the Emotivity Design Method Theory in Interior Design (실내디자인에 있어서 감성공학적 디자인 방법론에 관한 연구)

  • 정화령
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.179-184
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    • 1999
  • To fill the emotivity in the interior design, the functional factor from the provided space, the aesthetic factor including modeling factor, and even the practical factor from the convenience and the value must be considered. To carry out an achieved design by the emotivity, it must follow the recognition of the original function which comes from the emotivity design method, and it should be applied to the design process fitting into the purpose of the space. The value of the sufficient interior by the emotivity is depended on what kind of image it gives, and how much of the satisfaction it can give to the customers. And fur more, it should not be partially lean to any of the decoration and the function of the object. That is, how faithfully it was to the use and the purpose of the interior and the emotion related to all parts which are the functional side and the decorative side mainly considered in the external form is designed by the essential part of the design.

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A Study on the Classification of Role-playing as a Design Method and Its Utilization (디자인 방법으로서의 롤플레잉의 분류와 그 활용 기법에 관한 연구)

  • Hwang, Ga Young;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.3
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    • pp.51-68
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    • 2017
  • User-centered design and Experience Design are emerging in the design area. Therefore, the Role-Playing Method has been actively utilized in the process of design development. But the terms of Role-Playing Method which follow these trends. has not been integrated. Further, it is hard to utilize the process of design development because the process method is not settled yet. Therefore, this study is into two parts of the research: Defining the concept of Role-Playing and the experiment of Role-Playing. Firstly, defining concept part is to research the design method corresponds to a wide range of Role-Playing that has a similar definition. After then, analyzed the examples of Role-Playing Methods which was derived matrix from Role-Playing classification. With this process, two axes of the matrix have been produced such as role·scenario and puppet. Through the analysis of the utility and vulnerability of the Role-Playing classification matrix, this study was able to propose the using step of the Role-Playing in the double diamond model. Secondly, two experiments were conducted in the experiment part. Through the pilot experiment explored the possibility of a study of the Role-Playing Method. In the second experiment, the process was conducted with Role-Playing classification matrix. As a result, each Role-Playing has different insights. In terms of design, different aspects of composing elements were found. Plus, in the position of the user, Role-Playing are can observe different parts of user's cognition between acting and puppet. Thus, the role-playing was proven to be useful to find out the point of improvement and insight in service from different perspectives and it resulted in the role playing which can be utilized selectively according to the type of service.

Service Design for Utilizing Government Information -Focusing on the Case of Gov3.0 Design Group for East North Statistics- (정부 정보의 활용을 위한 서비스디자인 -동북지방통계청의 국민디자인단 사례를 중심으로-)

  • Lee, Yun-Ju;Baek, Su-hyun;Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.335-341
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    • 2018
  • This study is to innovate policy service development by utilizing beneficiary - centered service design to public information and public data and services that citizens can experience. The Gov 3.0 Design Group operated by the Dongbuk Regional Bureau of Statistics in Daegu in 2015, proposed a 'start-up decision support service' for pre-founders, using data mining on the GIS spatial information held by the Statistical Office and real-time settlement information of credit card companies. For this, service design process and methodology were adopted and participation of various stakeholders. This study suggests that national design activity based on service design is effective in transforming public service based on government information disclosure. It is also worthwhile as an approach that can be considered when the government wants to release or open information or public data in useful form to the public.

Data driven approach for information system adoption: Applied in CRM case (데이터 중심의 정보 시스템 도입 방법론: 고객관계관리 시스템에의 적용 사례)

  • Park, Jong-Han;Lee, Seok-Kee
    • Journal of the Korean Data and Information Science Society
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    • v.21 no.2
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    • pp.251-262
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    • 2010
  • While outsourcing has become a basic strategy of the information system adoption, there is an emerging needs to analyze the gap between the required data and the existing data for the new system from an adopting company's perspective. In CRM adoption failure cases, the first reason is adopting company pay no attention to the data that will support investment and systems. So far, there is no attempt to consider data driven approach in information system adoption field. Hence, we propose Information System Adoption Model based on Data (ISAMD) and show how to use in real world by simulation. By using ISAMD, information system adoption decision maker can simulate the needed data and related cost with various information system alternatives in short term, and long term planning. ISAMD can prevent the possible threat of unexpected data cost in adopting new system at the adopting decision stage.

The Framework of the Transition of UX Design Workshops into the non-Face-to-Face (UX 디자인 워크숍 비대면 전환 프레임워크 연구)

  • Seong, Dain;Ha, Kwang-Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.309-321
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    • 2022
  • As the spread of COVID19 has compelled activities in various fields to transform to adapt to the non-face-to-face environment, various activities have either already been transitioned into non-face-to-face methods or been searching for alternative methods to carry out activities in a non-face-to-face manner. However, there are apparent limits in handling this transition with the pre-existing digital technology. Ironically, said limitations are more apparent in the UX design field that has thus far emphasized resolutions based on digital technology. The reason for this stems from the nature of UX design which strongly emphasizes the importance of collaboration. Especially, in the field of UX design, problems are expected to surface under areas of communication and collaboration in workshops, which are productive means of collecting the ideas of interested parties and coming up with other new ideas. Based on the aforementioned rise of necessity, this study aims to assess the characteristics of workshops in the field of UX design and suggest an effective method of transitioning UX workshops into a non-face-to-face environment. Along the line of this process, this study has created a standard process in regards to design workshops with active creation, suggestion, and acceptance of ideas, among the various types of workshops defined by the Nielsen Norman Group. This study also developed a framework consisting of non-face-to-face workshops by combining with the standard process the methodologies of workshop activation and non-face-to-face services meant for communication and designing activities, and confirmed the adaptability and the effectiveness of said transition against various types of workshops. Application of the results of this study is expected to effectively lead the transition into the non-face-to-face environment and improve the collaborative efforts of the interested parties via workshops.